Invisible problem

May 24, 2008 at 9:38 AM
I WANT YEN LIN!!!
Bobomb says: "I need a hug!"
Join Date: Mar 21, 2008
Location: Where you don't
Posts: 761
Age: 16
I wanna put in a normal treasure chest that'll do just like normal treasure chests do(;) redundancy). Everything's goin' fine except the chest does not change it's sprite to become "lid" as mentioned in another thread here.

Here's my scripting:
my copy of SW said:
#1300
<KEY<FLJ1500:1301<FL+1500<CNP0015:0021:0001<AM+0003:0000<GIT0003<MSG
It's =FIRE GLOBEZ=<NOD<MSG
You can be a cambot
firing theze from above<NOD<END
Of course, I didn't forget to set the Flag ID of the chest to 1500 and check the invisible if flag ID is set thingy.
 
May 24, 2008 at 9:54 AM
Justin-chan
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
Join Date: Oct 15, 2007
Location: Nowhere
Posts: 1920
Age: 31
put a open chest sprite above the closed chest

set it to one tile down and make it visible if flag id is set
 
May 24, 2008 at 9:57 AM
I WANT YEN LIN!!!
Bobomb says: "I need a hug!"
Join Date: Mar 21, 2008
Location: Where you don't
Posts: 761
Age: 16
But the problem is, it won't even go invisible without the <CNP code... but I'll try

EDIT: DO NOT WORK!! I also tried using different Flag ID's to differ it from the ID being used for another event or whatever. Still doesn't work :/
 
May 24, 2008 at 10:16 AM
Luls
"Bleep, Bloop, Bleep, Bloop"
Join Date: Oct 6, 2007
Location: I dunnos
Posts: 1584
freezit4 said:
But the problem is, it won't even go invisible without the <CNP code... but I'll try

EDIT: DO NOT WORK!! I also tried using different Flag ID's to differ it from the ID being used for another event or whatever. Still doesn't work :/

K lemme try explaining this in words... Though I really suck at teaching =/

Ok first of all, I shall give you an example:

Let event 100 be closed chest sprite
Let event 101 be opened (lidless) chest sprite

Ok. So lets say you give both events the flag ID of 1000.

You have to make the closed chest sprite invisible if flag ID is set.
You also have to make the opened chest sprite visible if flag ID is set.
Place the lidless sprite above the closed sprite.

So now, in your script window, you type:

Code:
#0100
<KEY<MSGYou got the whatever shit is in here<NOD<CLR<CLO[color=#FF0000]<FL+1000[/COLOR]<END

The <FL+1000 mentioned in the above script sets flag ID 1000.

As mentioned above, the CLOSED chest sprite turns INVISIBLE when the flag ID of it (in this example, it is 1000) is set. Now that it is set, it turns INVISIBLE.

Also as mentioned above, the OPENED chest sprite turns VISIBLE when the flag ID of it (in this example, also 1000) is set. Now that it is set, it turns VISIBLE.

Now that this is the case, the closed chest sprite is INVISIBLE and the open chest sprite is VISIBLE and so the closed chest sprite DISAPPEARS and the open one APPEARS and falls down to where the closed chest sprite was originally from above it, thereby REPLACING it.

Ehh... if you don't understand... maybe it isn't your fault cause of my sucking teaching xD
 
May 24, 2008 at 10:24 AM
I WANT YEN LIN!!!
Bobomb says: "I need a hug!"
Join Date: Mar 21, 2008
Location: Where you don't
Posts: 761
Age: 16
Just check my script above. I have that <FL+1500 rite? And I gave that ID to both chests..... And as I said, event occurs, I get the item when I event it but just that the sprite does not change....

Edit: Ogawd wrong sprite ID, 0023 instead of 0021 but changing it does not make anything. Every method fails ;)
 
May 24, 2008 at 10:27 AM
Luls
"Bleep, Bloop, Bleep, Bloop"
Join Date: Oct 6, 2007
Location: I dunnos
Posts: 1584
freezit4 said:
Just check my script above. I have that <FL+1500 rite? And I gave that ID to both chests..... And as I said, event occurs, I get the item when I event it but just that the sprite does not change....

FOund the error.

What event number did you give the closed chest sprite?
 
May 24, 2008 at 10:29 AM
I WANT YEN LIN!!!
Bobomb says: "I need a hug!"
Join Date: Mar 21, 2008
Location: Where you don't
Posts: 761
Age: 16
1300 of course. As I said, EVENT OCCURS!!!!! Just thatwhatever.
 
May 24, 2008 at 10:32 AM
Luls
"Bleep, Bloop, Bleep, Bloop"
Join Date: Oct 6, 2007
Location: I dunnos
Posts: 1584
freezit4 said:
1300 of course. As I said, EVENT OCCURS!!!!! Just thatwhatever.

<CNP0015:0023:0000

Right this is the problem.

The number in red should be the event number of the sprite you want to change (in this case, as you said, it's 1300).

THe number in blue should be the number of the sprite (not the event number of the sprite) that you want to change it into (sprite number 23 is the lidless sprite, which you put correctly).

The number in green is the direction number (the numbers that represent which direction are listed in TSC.txt)
 
May 24, 2008 at 10:44 AM
I WANT YEN LIN!!!
Bobomb says: "I need a hug!"
Join Date: Mar 21, 2008
Location: Where you don't
Posts: 761
Age: 16
K thank you so much :DDDD.

Now one more problem. How does <FONx:y work? Can I use <FON on things like the door? Or does it not work in small room like the Start point?
 
May 24, 2008 at 10:54 AM
Luls
"Bleep, Bloop, Bleep, Bloop"
Join Date: Oct 6, 2007
Location: I dunnos
Posts: 1584
freezit4 said:
K thank you so much :DDDD.

Now one more problem. How does <FONx:y work? Can I use <FON on things like the door? Or does it not work in small room like the Start point?

Don't work on minimally sized rooms cause the screen can't shift, so it can't focus on an NPC.

However, <FON can be used in any room above the minimum limit.
And yeah, <FON can be used for ANY sprite, so long as it exists in the map lol.

Ehh you should read the TSC more... STUDY IT! ;)

Anywayz heres your easy-to-get-too-easily solution:

For example you want to focus on npc 100:

<FON0100:0032

The number in red is the event number of the sprite on your map that you want to focus on.

The number in blue is the speed at which you want it to zoom in on the specified NPC [in other words, it is the number of time (measured in clicks) taken for it to zoom in on the NPC specified]
 
Back
Top